Fiction or Reality – Which Game Story Promotes Learning Outcome More?

Linda Grogorick, Moritz Rohde, Bijan Khosrawi-Rad, Susanne Robra-Bissantz
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Abstract

Digital Game-based Learning (DGBL) has achieved several positive results in recent years, e.g., increased fun, motivation, or learning outcome. However, many DGBL applications fail, which makes an isolated consideration of individual game elements and their influence on learning necessary to better design future DGBL applications. One widely used game element is the game story. As there is little research on how a game story should be designed to promote learning, this paper conducts an experiment comparing a fictional game story with a realistic one. The results show that both game stories lead to a significant objective knowledge gain. In terms of learning outcome, both game stories achieved similar results.
虚构还是现实--哪个游戏故事更能促进学习效果?
近年来,基于数字游戏的学习(Digital Game-based Learning,DGBL)已经取得了一些积极的成果,例如,提高了学习的趣味性、积极性或学习效果。然而,许多 DGBL 应用都以失败告终,因此有必要单独考虑个别游戏元素及其对学习的影响,以便更好地设计未来的 DGBL 应用。一个被广泛使用的游戏元素是游戏故事。由于关于如何设计游戏故事以促进学习的研究很少,本文进行了一项实验,比较了虚构的游戏故事和现实的游戏故事。结果表明,这两个游戏故事都能使学生获得大量客观知识。在学习效果方面,两个游戏故事取得了相似的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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